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MEOSimplexNoise.cpp
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MEOSimplexNoise.cpp
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/*
G35: An Arduino library for GE Color Effects G-35 holiday lights.
Copyright © 2011 The G35 Authors. Use, modification, and distribution are
subject to the BSD license as described in the accompanying LICENSE file.
By Mike Tsao <http://github.com/sowbug>.
and Mark Ortiz
and happyinmotion http://happyinmotion.livejournal.com/278357.html
See README for complete attributions.
*/
#include <MEOSimplexNoise.h>
MEOSimplexNoise::MEOSimplexNoise(MEOG35& g35, uint8_t pattern) : MEOLightProgram(g35, pattern), rMult_(1.0), gMult_(1.0), bMult_(1.0), spaceinc_(0.2), timeinc_(0.02), yoffset_(0.0), pattern_(pattern)
{
}
#define PI 3.14159265
#define onethird 0.333333333
#define onesixth 0.166666667
#define numSpacing 18
int i, j, k, A[] = {0, 0, 0};
float u, v, w, s;
int T[] = {0x15, 0x38, 0x32, 0x2c, 0x0d, 0x13, 0x07, 0x2a};
uint32_t MEOSimplexNoise::Do()
{
// Simplex noise for whole strip of 96 LEDs.
// (Well, it's simplex noise for 6 LEDs and cubic interpolation between those nodes.)
// Simplex noise parameters:
// Useable values for time increment range from 0.005 (barely perceptible) to 0.2 (irritatingly flickery)
// 0.02 seems ideal for relaxed screensaver
float bulbArray_red[light_count_ + 1];
float bulbArray_green[light_count_ + 1];
float bulbArray_blue[light_count_ + 1];
float bulbArray_hue[light_count_ + 1];
float bulbArray_brightness[light_count_ + 1];
int node_spacing = light_count_ / numSpacing;
switch (pattern_ % 13)
{
case 0:
rMult_ = 1.0;
gMult_ = 1.0;
bMult_ = 1.0;
break;
case 1:
rMult_ = 1.0;
gMult_ = 0.0;
bMult_ = 1.0;
break;
case 2:
rMult_ = 0.0;
gMult_ = 1.0;
bMult_ = 1.0;
break;
case 3:
rMult_ = 1.0;
gMult_ = 1.0;
bMult_ = 0.0;
break;
case 4:
rMult_ = 1.0;
gMult_ = 0.0;
bMult_ = 0.0;
break;
case 5:
rMult_ = 0.0;
gMult_ = 1.0;
bMult_ = 0.0;
break;
case 6:
rMult_ = 0.0;
gMult_ = 0.0;
bMult_ = 1.0;
break;
case 7:
rMult_ = 0.2;
gMult_ = 0.0;
bMult_ = 1.0;
break;
case 8:
rMult_ = 0.0;
gMult_ = 0.2;
bMult_ = 1.0;
break;
case 9:
rMult_ = 1.0;
gMult_ = 0.2;
bMult_ = 0.0;
break;
case 10:
rMult_ = 1.0;
gMult_ = 0.0;
bMult_ = 0.2;
break;
case 11:
rMult_ = 0.0;
gMult_ = 1.0;
bMult_ = 0.2;
break;
case 12:
rMult_ = 0.2;
gMult_ = 1.0;
bMult_ = 0.0;
break;
}
// MEO: put happyinmotion's control constants (timeinc, spaceinc, yoffset, repeats) into function as parameters
// added more control to colours by putting in multipier for each of R G B (0.0 to 1.0)
// Simplex noise parameters:
// Useable values for time increment range from 0.005 (barely perceptible) to 0.2 (irritatingly flickery)
// 0.02 seems ideal for relaxed screensaver
// Useable values for space increment range from 0.8 (LEDS doing different things to their neighbours), to 0.02 (roughly one feature present in 15 LEDs).
// 0.05 seems ideal for relaxed screensaver
// Calculate simplex noise for LEDs that are nodes:
// Store raw values from simplex function (-0.347 to 0.347)
float xoffset = 0.0;
for (int i = 0; i <= light_count_; i = i + node_spacing)
{
xoffset += spaceinc_;
bulbArray_red[i] = MEOSimplexNoise::SimplexNoise(xoffset, yoffset_, 0);
bulbArray_green[i] = MEOSimplexNoise::SimplexNoise(xoffset, yoffset_, 1);
bulbArray_blue[i] = MEOSimplexNoise::SimplexNoise(xoffset, yoffset_, 2);
}
// Interpolate values for LEDs between nodes
for (int i = 0; i < light_count_; i++)
{
int position_between_nodes = i % node_spacing;
int last_node, next_node;
// If at node, skip
if ( position_between_nodes == 0 )
{
// At node for simplex noise, do nothing but update which nodes we are between
last_node = i;
next_node = last_node + node_spacing;
}
// Else between two nodes, so identify those nodes
else
{
// And interpolate between the values at those nodes for red, green, and blue
float t = float(position_between_nodes) / float(node_spacing);
float t_squaredx3 = 3*t*t;
float t_cubedx2 = 2*t*t*t;
bulbArray_red[i] = bulbArray_red[last_node] * ( t_cubedx2 - t_squaredx3 + 1.0 ) + bulbArray_red[next_node] * ( -t_cubedx2 + t_squaredx3 );
bulbArray_green[i] = bulbArray_green[last_node] * ( t_cubedx2 - t_squaredx3 + 1.0 ) + bulbArray_green[next_node] * ( -t_cubedx2 + t_squaredx3 );
bulbArray_blue[i] = bulbArray_blue[last_node] * ( t_cubedx2 - t_squaredx3 + 1.0 ) + bulbArray_blue[next_node] * ( -t_cubedx2 + t_squaredx3 );
}
}
// Convert values from raw noise to scaled r,g,b and feed to strip
for (int i = 0; i < light_count_; i++)
{
int r = int(bulbArray_red[i]*403 + 16);
int g = int(bulbArray_green[i]*403 + 16);
int b = int(bulbArray_blue[i]*403 + 16);
if (r > 15)
{
r = 15;
}
else if (r < 0)
{
r = 0; // Adds no time at all. Conclusion: constrain() sucks.
}
if (g > 15)
{
g = 15;
}
else if (g < 0)
{
g = 0;
}
if (b > 15)
{
b = 15;
}
else if (b < 0 )
{
b = 0;
}
if (rMult_ > 1.0)
{
rMult_ = 1.0;
}
else if (rMult_ < 0.0)
{
rMult_ = 0.0;
}
if (gMult_ > 1.0)
{
gMult_ = 1.0;
}
else if (gMult_ < 0.0)
{
gMult_ = 0.0;
}
if (bMult_ > 1.0)
{
bMult_ = 1.0;
}
else if (bMult_ < 0.0)
{
bMult_ = 0.0;
}
g35_.fill_color(i, 1, MEOG35::MAX_INTENSITY, COLOR(int(r * rMult_), int(g * gMult_), int(b * bMult_)));
}
yoffset_ += timeinc_;
return bulb_frame_;
}
// Simplex noise code:
// From an original algorythm by Ken Perlin.
// Returns a value in the range of about [-0.347 .. 0.347]
float MEOSimplexNoise::SimplexNoise(float x, float y, float z)
{
// Skew input space to relative coordinate in simplex cell
s = (x + y + z) * onethird;
i = fastfloor(x+s);
j = fastfloor(y+s);
k = fastfloor(z+s);
// Unskew cell origin back to (x, y , z) space
s = (i + j + k) * onesixth;
u = x - i + s;
v = y - j + s;
w = z - k + s;;
A[0] = A[1] = A[2] = 0;
// For 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we're in
int hi = u >= w ? u >= v ? 0 : 1 : v >= w ? 1 : 2;
int lo = u < w ? u < v ? 0 : 1 : v < w ? 1 : 2;
return k_fn(hi) + k_fn(3 - hi - lo) + k_fn(lo) + k_fn(0);
}
int MEOSimplexNoise::fastfloor(float n)
{
return n > 0 ? (int) n : (int) n - 1;
}
float MEOSimplexNoise::k_fn(int a)
{
s = (A[0] + A[1] + A[2]) * onesixth;
float x = u - A[0] + s;
float y = v - A[1] + s;
float z = w - A[2] + s;
float t = 0.6f - x * x - y * y - z * z;
int h = shuffle(i + A[0], j + A[1], k + A[2]);
A[a]++;
if (t < 0) return 0;
int b5 = h >> 5 & 1;
int b4 = h >> 4 & 1;
int b3 = h >> 3 & 1;
int b2 = h >> 2 & 1;
int b = h & 3;
float p = b == 1 ? x : b == 2 ? y : z;
float q = b == 1 ? y : b == 2 ? z : x;
float r = b == 1 ? z : b == 2 ? x : y;
p = b5 == b3 ? -p : p;
q = b5 == b4 ? -q: q;
r = b5 != (b4^b3) ? -r : r;
t *= t;
return 8 * t * t * (p + (b == 0 ? q + r : b2 == 0 ? q : r));
}
int MEOSimplexNoise::shuffle(int i, int j, int k)
{
return b(i, j, k, 0) + b(j, k, i, 1) + b(k, i, j, 2) + b(i, j, k, 3) + b(j, k, i, 4) + b(k, i, j, 5) + b(i, j, k, 6) + b(j, k, i, 7);
}
int MEOSimplexNoise::b(int i, int j, int k, int B)
{
return T[b(i, B) << 2 | b(j, B) << 1 | b(k, B)];
}
int MEOSimplexNoise::b(int N, int B)
{
return N >> B & 1;
}